my mate got this for me , idk where he got it
Code:
377B0858 // Local Pointer for CA NA
class Main;
class Info;
class Stats;
class WepInfo;
class Something;
class Main
{
public:
Info* goToInfoClass; //0000
};
class Info
{
public:
char unknown0[8];
__int32 Unknown1; //0008
__int32 iCurrentHealth; //000C
char unknown2[4];
__int32 iMaxHealth; //0014
char unknown3[4];
WepInfo* goToWepInfo;//001C
Something* goToSomething; //0020
char unknown4[348];
float fStamina; //0180
char unknown5[8];
__int32 iWeaponSlotInUse; //018C
float fCameraSomething; //0190
float fCameraSomething2; //0194
float fCameraSomething3; //0198
char unknown6[32];
Stats* goToStats; //01BC
};
class WepInfo
{
public:
__int32 iBackPackABulletsLeft; //0000
__int32 i2ndaryBulletsLeft; //0004
__int32 Unknown0; //0008
__int32 iGrenadesLeft; //000C
__int32 iBackPackBBulletsLeft; //0010
};
class Stats
{
public:
char unknown0[16];
char szLocalNameChangesInKill[16]; //0010
char unknown1[12];
__int32 iKills; //002C
__int32 iDeaths; //0030
char unknown2[44];
__int32 iHeadShots; //0060
};
class Something
{
public:
BYTE bIsAlive; //0000
};
can be used to make something like this:
useage eg:
Code:
if( engine->GetLocal()->goToInfoClass->goToSomething->bIsAlive == 1 )
{
if( engine->GetLocal()->goToInfoClass->goToStats )
{
//We store our stats into global variables while we are alive because
//it reads the stats from the camera object keeping it from reading other peoples stats when we die
//or something like that...
cVar.Kills = (float)engine->GetLocal()->goToInfoClass->goToStats->iKills;
cVar.Deaths = (float)engine->GetLocal()->goToInfoClass->goToStats->iDeaths;
cVar.Headshots = (float)engine->GetLocal()->goToInfoClass->goToStats->iHeadShots;
if( cVar.Headshots != 0.0f && cVar.Kills != 0.0f )
cVar.HeadshotRatio = ( cVar.Headshots / cVar.Kills ) * 100.0f;
else
cVar.HeadshotRatio = 0.0f;
if( cVar.Deaths != 0.0f && cVar.Kills != 0.0f )
cVar.KillDeathRatio = ( cVar.Kills / cVar.Deaths );
else
cVar.KillDeathRatio = 0.0f;
}
}
what it does